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Klane

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Posts posted by Klane

  1. Hi,

    Your rite, I have a mesh that's working but I still need to sculpt a bit too. The ability to uprez or downrez an area within 3dc would be great.

    As it is, I'm uprezzing the parts I need more fidelity in from LW. It works, but bouncing back and forth between lw and 3dc is a bit of a hassle.

    What I'm doing is adding detail to a pre-existing terrain that's based off a real world elevation map and a hi-def photo. I need to be able to see the image part of the terrain while I sculpt, paint or displace.

    What I was hoping I could do was select the spots I wanted to add detail to, and add subdivisions to those specific areas within 3dc.

    At the same time, the idea of doing a retopo is really appealing to, because of the control over the mesh it gives you. But that approach wont work for me if I lose my pre-existing UV to paint and sculpt on top of.

    The same is true with converting to a voxel or importing for ptex. I need to retain that original image map and as yet I haven't seen any way to keep the UV in either ptex or voxel mode.

    I'm starting to get some results I really like though. Just cant help but wonder if I'm coming at this from the best angle.

  2. I see ... thank you both.

    Yeah, I ended up subdividing the area I needed more detail in, in Lightwave.

    I know I am probably doing things a little ass backwards and should be using the retopo tools, but I don't know how to get a pre-existing UV onto a retopo object.

    I went through all the retopo video's but don't remember seeing anything about transferring a UV. Any suggestions?

    Thanks again.

    Klnae

  3. Hi,

    Before I ask my question, just want to say how much I'm enjoying this software. I'm really loving it!

    On to the question. :)

    I'm building some terrains based on high rez images and elevation data. I have geometry coming out of Light Wave that is displaced with the photo applied as a UV.

    Now I'm trying to decide on the best approach.

    Method #1

    What I originally wanted to do was convert my geometry to voxels and sculpt the heck out of the detail, then export it after doing a retopo. BUT, I can't find any way of seeing my uv image map in the voxel mode. That's bad because I wanted to get rather specific with my detail and make it match what was in the image.

    Method #2

    I thought I would just use my geometry from LW and paint it up and use lots of normal mapping along with regular painting. The problem here was that I still need to subdivide selected areas to adjust the geometry. And I cant for the life of me find a way to do this without subdividing the whole thing when I import it.

    Method #3 Retopo the whole thing, subdivide where I need to, sculpt a little, then paint. My problem here is I don't know how to get my UV onto my retopo.

    If anyone has another approach other than these I'd love to hear them.

    Thanks in advance!

    Klane

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